Wasted 0.5 was released!

A Release PACKED with improvements!


Wasted 0.5.0 was just released bringing a pletora of new features to the game.
Honestly I don't even know where to start. Some of the news were already shared in the last blog post but there's even more.

Camera
Some more improvement went to the camera. The distance from the car is now calculated based on the length of the car. Some refactoring was done too and more stuff added like the already mentioned camera following the car's movement.

UI
More work went into the UI adding a new Back icon which is the first of a long series of new icons that need to be added. A new background for the main menu was added but we also tweaked the code so now more sections support custom backgrounds. Infact, I added a new background to the loading screen before changing that completely.
A new elimination and spectating texts are being showned to the players when they are eliminated!

Music
In this release music plays a big role. I added 3 more tracks, plus the Wasted Radio Jingle. A first ad spot is on the way to be added for 0.6 too.

Cars
New cars were added! Meet the Kei and the Dajiban!


Kei minicar
Dajiban Van

The Car characteristics were also changed allowing a more diverse and customized physics response to collisions for each type of car. I also worked a lot on the Physics finally takling down the shoot-in-the-sky collision problem when a car was hitting a wall. A New Muscle class was also added.

Physics
There was a lot going on here honestly. Adding new car classes means now the game has more variety and more cars which behave differently at certain speeds. I removed the angular speed limit added by supertuxkart and you can see that in the following video:

Now the car behaves more realistically when jumping and landing.
We also balanced the characteristics and the restitution so now the cars don't fly into the space anymore when hitting something!

Misc
This new release comes also on Archive.org! That means you can now have another source to download the binaries. It also comes with a SHA256Sum signature so you can verify the integrity of the release. A custom tutorial was also added to the game giving the players the possibility to familiarize with the first map. I also started to automate the release process a bit because it's honestly tedious to do everything manually. So I started to work on a way to automate everything startin from Linux down to my Winzozz VM that I use to build the Windows binaries.
I did some little experiments too trying to add a GTA SA city map into the game and a highly detailed car (100k+ triangles) to test the engine's performance. I have to say it's good! That means in the future we can add even bigger free roam city maps and more detailed cars!
Keep an eye on the blog posts too! This week a new feature which allows you to comment blog posts will definitely be added! If you want to read the full changelog head *here*.


That's all! HAPPY DESTRUCTION!

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